I want to create a blood mage that can solo normal. Trouble is I've never used a blood mage before. I know I'm goin to need to pump up con. more than I usually do with other mages. I'm thinking blood mage/spirit healer has goood synergy. Any experts ca give me their builds out there?
Any blood mage build experts out there?
Débuté par
rma2110
, mars 16 2011 10:39
#1
Posté 16 mars 2011 - 10:39
#2
Posté 16 mars 2011 - 12:32
pump only magic and con, use mana for sustains only.
#3
Posté 16 mars 2011 - 12:38
I really wanted to build a good blood mage, but I'm having a lot of trouble with it at the moment cuz you have to put so much into willpower for good robes, so I'm living that build through Merrill who is the best blood mage I've ever made : )
#4
Posté 16 mars 2011 - 01:42
Yeah Merrill is a great blood mage. Too bad about the willpower requirement ruining that option for my own mage. Trying to figure out if it's somehow still worth it. But you're wasting around 20 attribute points just to wear the best gear. Seems a bit too harsh.
I don't really want to be a spirit healer though.
I don't really want to be a spirit healer though.
#5
Posté 16 mars 2011 - 01:47
to add to everything here already here, i find the blood mage specialization to be extremely underwhelming, aside from perhaps the sustained mode itself. -shrug- could just be me.
#6
Posté 16 mars 2011 - 01:57
The one thing about it that's not underwhelming: If you stack 3 blood magic items for example, you will be getting 5 mana per health (oops, that's 6 with the talent upgrade to blood magic). That means spells are extremely cheap. Per point of con you're getting 5 (6) times as much as you would from willpower.
Perhaps the point is to make up for the points you wasted boosting your willpower. But it stills feels like a waste, and Merrill being a blatantly superior blood mage because she's not forced to get willpower just makes it worse.
Perhaps the point is to make up for the points you wasted boosting your willpower. But it stills feels like a waste, and Merrill being a blatantly superior blood mage because she's not forced to get willpower just makes it worse.
Modifié par termokanden, 16 mars 2011 - 01:58 .
#7
Posté 16 mars 2011 - 02:03
yeah, i mentioned that was the only thing that *didn't* suck about the tree, i just found hemorrhage to be largely a waste, as was blood control.. 10 seconds of controlling a mob usually turned into 10 seconds of a random mob i would have killed quickly anyway, running in circles doing nothing for the duration. even upgraded for them to explode, they're nowhere near the others, so it's a wasted talent, IMO. still wish i could summon a demon/raise dead like every other blood mage in Kirkwall.. if only for a few seconds. then i'd at least FEEL more like a blood mage, and not an emo mage cutting himself in a vain attempt to tickle enemies to death with a pitiful AOE.
#8
Posté 16 mars 2011 - 02:07
I was wondering how good "One Foot In" actually is. It seems like you could easily regen tons of health that way. 10% of your max HP is absolutely nothing compared to other damage abilities in the game, so obviously the damage part will be pitiful.
Modifié par termokanden, 16 mars 2011 - 02:08 .
#9
Posté 16 mars 2011 - 03:56
Noodlewidagun wrote...
i just found haemorrhage to be largely a waste, as was blood control.. .
With Tempest and chain lightning, haemorrhage is one of the few AOE spells that is free from friendly fire.
Hence I consider a Primal/Blood Mage to be the best choice for Nightmare. At any other difficulty it does not really matter, just role play
Solo? Good luck, I have difficulty imaging anything except a stealthy rogue working. Maybe on casual.
#10
Posté 16 mars 2011 - 04:10
imo, you can make a good blood mage, but you have to wait until after the high-dragon to do it right, putting a +6 attributes rune in your low requirement boots is an excelent way to get this done. i mean, when your getting 18 mana per point of con and free sustains, 14 willpower is plenty worth it imo. Upgraded elemental shield, mastered rock armor and a self heal will make you feel like a tank... in fact, that would be pretty fun as a hard run through, grab verrik and that one prince dude to help manage aggro.
#11
Posté 16 mars 2011 - 04:25
Wait, how are you getting 18 mana per point of con? I thought con gives 5 health and so it would have to be a multiple of 5.
Also I'm looking to become a blood mage already at level 14, not in act 3. But I see how it becomes better then, sure.
Also I'm looking to become a blood mage already at level 14, not in act 3. But I see how it becomes better then, sure.
#12
Posté 16 mars 2011 - 04:36
my bad... 6*5 is 30... for some reason i keep thinking its 3
#13
Posté 16 mars 2011 - 05:16
It’s possible to have Grave Robber heal for quite a bit but you’d have to pack in 8 mobs around you, and it’s not ground targetable. It’s a real pain to use for maximum effect. Also, I tend to heal when I need a heal, and not when mobs are just grouped up nicely, and so I would often only hit 2-4 mobs with the spell.termokanden wrote...
I was wondering how good "One Foot In" actually is. It seems like you could easily regen tons of health that way. 10% of your max HP is absolutely nothing compared to other damage abilities in the game, so obviously the damage part will be pitiful.
Since it can heal for a very random amount on a 45 second cooldown, I found it worse than the basic Creation eal for 80% on a 40 sec cooldown. And of course on single target boss fights, it’s worthless.
IMO you’re better off just turning off your sustain and healing yourself normally via spell or pot. You can turn your sustain back on in just 20 seconds. Clicking the sustain off and healing normally for a guaranteed 80% is a lot less hassle than rounding up a bunch of mobs in a perfect position so you can heal yourself.
Modifié par pyre, 16 mars 2011 - 05:17 .
#14
Posté 16 mars 2011 - 05:48
I don't know how this will affect things but you can try to get regular armor with strength. guess its the same trade of point wise for going willpower. but maybe it adds some more survivability to the solo attempt /shrug
#15
Posté 18 mars 2011 - 02:26
Sorry for the shameless bump.
But is STR/CON still the only real solution as a blood mage or have someone come up with something awesome?. Damn willpower!. xD
But is STR/CON still the only real solution as a blood mage or have someone come up with something awesome?. Damn willpower!. xD
#16
Posté 18 mars 2011 - 02:33
The robe requirements seem to be kind of an oversight in regards to Hawks as a blood mage. You have to invest 15 or so attribute points into willpower just to meet the requirements to wear champion's armor. So you basically toss 15 attribute points into the garbage while Merril can go full mag + con without any drawbacks as a blood mage.
#17
Posté 18 mars 2011 - 02:39
The way I see it there are three ways to stat your Blood Mage.
1. MAG/CON/STR - The Tank, wears Heavy Armor. Can take a lot of punishment, but Magic suffers somewhat. As an "extra" stat, Strength provides increased fortification, which can be useful especially if you decide not to pick up Force Mage as your second specialty.
2. MAG/CON/WIL - The Balanced Approach, wears Mage Robes and Armor. Just enough points in Willpower to wear the player's mage armor of choice. Again, magic (and possibly Constitution) suffer somewhat. As an "extra" stat, Willpower provides limited benefit if you plan on running Blood Magic all the time, but can be useful for hybrid casting (turning on Blood Magic only once mana is depleted).
3. MAG/CON - The Pure Blood Mage, wears no armor or lower variants of either Heavy Armor or Mage Robes. This build has the best magic score and probably more hit points than the other two, but gives up better bonuses from gear.
1. MAG/CON/STR - The Tank, wears Heavy Armor. Can take a lot of punishment, but Magic suffers somewhat. As an "extra" stat, Strength provides increased fortification, which can be useful especially if you decide not to pick up Force Mage as your second specialty.
2. MAG/CON/WIL - The Balanced Approach, wears Mage Robes and Armor. Just enough points in Willpower to wear the player's mage armor of choice. Again, magic (and possibly Constitution) suffer somewhat. As an "extra" stat, Willpower provides limited benefit if you plan on running Blood Magic all the time, but can be useful for hybrid casting (turning on Blood Magic only once mana is depleted).
3. MAG/CON - The Pure Blood Mage, wears no armor or lower variants of either Heavy Armor or Mage Robes. This build has the best magic score and probably more hit points than the other two, but gives up better bonuses from gear.
Modifié par blueyedsoul, 18 mars 2011 - 02:48 .
#18
Posté 18 mars 2011 - 02:42
yea....i hated how da2 now made you have 2 attributes to fulfill armor requirements. It kind of takes the individuality out of leveling up.
#19
Posté 18 mars 2011 - 02:49
Oh well gues ill just go back to force mage and stay jealous of Merrill's blood magic!. =d
#20
Posté 18 mars 2011 - 04:19
I haven't played a blood Mage but I was planning to soon enough, hopefully by then mods will have fixed the willpower issue, I guess my next Mage will be my tank Mage =D
#21
Posté 20 mars 2011 - 03:52
i still wish my actual blood spells could be as badass as blood mages in nightmare, without me dumbing the game down to casual and lolstomping everything...
#22
Posté 16 juin 2012 - 05:25
The only requirement for dlc gear is level. If you use dlc gear, you can go alll-out Magic-Con while wearing amazing gear.
#23
Posté 21 juin 2012 - 11:44
You could also use pre-buffing. Equip +will/+all attributes accessories/weapons to wear you armors of choice then replace those with the accessories/weapons you originally intended to use.
#24
Posté 03 janvier 2013 - 08:15
You are aware that although Merrill does have to have willpower she also doesn't benifit from good Armor.....?????
#25
Posté 05 janvier 2013 - 05:57
i love lamp





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